Esempio n. 1
0
    public void Repair()
    {
        // Gets the price and spends the money.
        GameController.AdditionalCar car = GameController.Instance.GetAdditionalCar(currentCar - 1);
        int repairPrice = Mathf.RoundToInt(100 - car.health);

        GameController.Instance.Money -= repairPrice;

        // Repairs the car.
        GameController.Instance.RepairCar(currentCar - 1);

        UpdateUI();
    }
Esempio n. 2
0
    protected void UpdateSideCar(int offset)
    {
        // Gets info on the current car.
        GameController.AdditionalCar car = GameController.Instance.GetAdditionalCar(currentCar + offset - 1);

        // Gets the components for the correct car.

        Image      carImage              = (offset == 1) ? leftCarUI.carImage : rightCarUI.carImage;
        Image      slotImage             = (offset == 1) ? leftCarUI.slotImage : rightCarUI.slotImage;
        GameObject mainCarGraphics       = (offset == 1) ?  leftCarUI.mainCarGraphics : rightCarUI.mainCarGraphics;
        GameObject additionalCarGraphics = (offset == 1) ?  leftCarUI.additionalCarGraphics : rightCarUI.additionalCarGraphics;

        // For the main car.
        if (currentCar + offset == 0)
        {
            carImage.color = nonFocusedColor;

            // Shows the correct car graphics.
            mainCarGraphics.SetActive(true);
            additionalCarGraphics.SetActive(false);

            // For the additional cars.
        }
        else
        {
            // Checks if the car has been bought and sets the upgrades available.
            bool        boughtCar   = (car != null);
            SlotFitInfo currentSlot = (currentCar != 0 && car != null) ? GameController.Instance.GetSlotFit(car.slotFitId) : null;

            // Sets the UI.
            carImage.color = boughtCar ? nonFocusedColor : nonBoughtColor;
            Color slotcolor = boughtCar ? nonFocusedColor : new Color(0, 0, 0, 0);
            if (currentSlot == null || currentSlot.id == "none")
            {
                slotcolor.a = 0;
            }
            slotImage.color  = slotcolor;
            slotImage.sprite = (boughtCar && currentSlot != null) ? currentSlot.sprite : null;

            // Shows the correct car graphics and hides invalid cars.
            bool validCar = (currentCar + offset) >= 0 && (currentCar + offset) <= maxAdditionalCars;
            mainCarGraphics.SetActive(false && validCar);
            additionalCarGraphics.SetActive(true && validCar);
        }
    }
Esempio n. 3
0
    public void Upgrade()
    {
        // Gets the upgrade to be made.
        GameController.AdditionalCar car = GameController.Instance.GetAdditionalCar(currentCar - 1);
        SlotFitInfo upgrade = GameController.Instance.GetSlotFitUpgrade(car.slotFitId);

        // No upgrades.
        if (upgrade == null)
        {
            return;
        }

        // Spends the money.
        GameController.Instance.Money -= upgrade.price;

        // Gives the upgrade.
        GameController.Instance.UpgradeCar(currentCar - 1, upgrade.id);

        UpdateUI();
    }
Esempio n. 4
0
    protected void UpdateFocusedCarUI()
    {
        // Gets info on the current car.
        GameController.AdditionalCar car = GameController.Instance.GetAdditionalCar(currentCar - 1);

        // Sets the selected car UI.
        focusedCarUI.carName.text = focusedCarUI.carNames[currentCar];

        // Checks if the car has been bought.
        bool boughtCar = (car != null);

        // Gets the current slot and upgrades.
        SlotFitInfo currentSlot = (currentCar != 0 && car != null) ? GameController.Instance.GetSlotFit(car.slotFitId) : null;
        SlotFitInfo upgrade     = (currentCar != 0 && car != null) ? GameController.Instance.GetSlotFitUpgrade(car.slotFitId) : null;

        // Gets prices.
        int repairPrice  = (boughtCar) ? Mathf.RoundToInt(100 - car.health) : 0;
        int upgradePrice = (upgrade != null) ? upgrade.price : -100;

        // Sets the store interaction buttons UI.
        focusedCarUI.repairButton.interactable  = (repairPrice > 0 && repairPrice <= GameController.Instance.Money);
        focusedCarUI.upgradeButton.interactable = (upgrade != null && upgradePrice <= GameController.Instance.Money);
        focusedCarUI.buyButton.interactable     = (carPrice <= GameController.Instance.Money);

        // Sets the prices and text colors.
        focusedCarUI.repairPriceText.text  = (repairPrice > 0) ? repairPrice + "$" : "--";
        focusedCarUI.upgradePriceText.text = (upgrade != null) ? upgradePrice + "$" : "--";
        focusedCarUI.buyPriceText.text     = carPrice + "$";;

        focusedCarUI.repairPriceText.color  = (repairPrice <= GameController.Instance.Money)    ? Color.green : Color.red;
        focusedCarUI.upgradePriceText.color = (upgradePrice <= GameController.Instance.Money)   ? Color.green : Color.red;
        focusedCarUI.buyPriceText.color     = (carPrice <= GameController.Instance.Money)       ? Color.green : Color.red;


        // For the main car.
        if (currentCar == 0)
        {
            focusedCarUI.carImage.color = Color.white;
            focusedCarUI.healthBarFill.rectTransform.localScale = Vector3.one;

            focusedCarUI.mainCarOptions.SetActive(true);
            focusedCarUI.additionalCarOptions.SetActive(false);
            focusedCarUI.buyCarOptions.SetActive(false);

            focusedCarUI.mainCarGraphics.SetActive(true);
            focusedCarUI.additionalCarGraphics.SetActive(false);

            // For the additional cars.
        }
        else
        {
            // Sets the health bar.

            focusedCarUI.healthBarFill.rectTransform.localScale = boughtCar ? new Vector3(car.health / 100.0f, 1, 1) : new Vector3(0, 1, 1);

            // Sets the UI.
            focusedCarUI.carImage.color = boughtCar ? Color.white : nonBoughtColor;
            Color slotcolor = boughtCar ? Color.white : new Color(0, 0, 0, 0);
            if (currentSlot == null || currentSlot.id == "none")
            {
                slotcolor.a = 0;
            }
            focusedCarUI.slotImage.color  = slotcolor;
            focusedCarUI.slotImage.sprite = (boughtCar && currentSlot != null) ? currentSlot.sprite : null;

            // Shows the correct car options.
            focusedCarUI.mainCarOptions.SetActive(false);
            focusedCarUI.additionalCarOptions.SetActive(boughtCar);
            focusedCarUI.buyCarOptions.SetActive(!boughtCar);

            // Shows the correct car graphics.
            focusedCarUI.mainCarGraphics.SetActive(false);
            focusedCarUI.additionalCarGraphics.SetActive(true);
        }

        // Enables/disables the next and previous buttons when necessary.
        nextButton.interactable     = (currentCar < maxAdditionalCars && (currentCar == 0 || car != null));
        previousButton.interactable = (currentCar != 0);
    }